Mods / Realistic Starvation
Category:
#Food
Author: trollusk
Side: Both
Created: Jan 28th at 1:58 AM
Last modified: Mar 3rd at 3:27 AM
Downloads: 3256
Follow Unfollow 169
Author: trollusk
Side: Both
Created: Jan 28th at 1:58 AM
Last modified: Mar 3rd at 3:27 AM
Downloads: 3256
Follow Unfollow 169
Latest file for v1.19.4:
starvation_1.0.5.zip
1-click install
This mod provides a replacement for Vintage Story's hunger system. The aim is to be realistic - you will take up to 60-70 game days to starve to death, but before that you will suffer various debuffs as your nutritional status worsens.
Motivation and Features
Vintage Story aims for depth and realism in many of its game mechanics. However where hunger is concerned, its mechanic is taken straight from Minecraft. Minecraft's model of hunger is "video-gamey" and wildly unrealistic:
- The player can go from satiated to starving to death within a few in-game hours
- Conversely, the player can go from starving to completely well within a few seconds, by scarfing down several food items
- Until the player dies, there are no adverse consequences to hunger other than reduced health regeneration
- There is no consistent relationship between the food type and size, and the amount of nutrition provided
In this mod:
- It takes, on average, more than six in-game weeks to starve to death.
- As the player's nutritional deficit worsens, they suffer from increasingly severe debuffs to maximum health, health regeneration, movement speed, weapon damage, and mining speed.
- These debuffs can be temporarily alleviated by eating a meal. However, to return to full health, the player must fully correct their energy deficit.
- All food items give a realistic amount of energy.
Physiology
Humans use energy in the following ways:
- Basal Metabolic Rate (BMR) - the energy required to maintain physiological systems and stay alive, even when completely inactive. Usually around 6500 kJ/day.
- Physical activity - self-explanatory. The energy consumed during different types of physical activity is measured in Metabolic Equivalents (METs), where 1 MET = BMR, 2 METs = 2 x BMR, and so on. An extra 1000 to 1500 kJ/day is required on average by sedentary adults.
- Digestion - A proportion of the energy contained in any meal is used up in the act of digesting it. Protein takes the most energy to digest (about 25%), fat takes the least.
- Thermoregulation - extra energy that is expended to maintain a constant body temperature in very hot or cold environments.
All of these are simulated by this mod:
- BMR is calculated based on body weight, age (assumed to be 25 years old), and ambient temperature. As body weight falls with starvation, BMR falls also (slightly).
- METs are calculated moment to moment based on player model animations.
- The energy cost of digestion has been subtracted from the total energy provided by each food item in the game.
- Thermoregulation is accounted for via the ambient temperature component of BMR. When players are very cold their models play "shivering" animations (Vanilla feature), which use up a lot of energy (5 METs).
Most in-game foods seem to have a saturation value of around twice their calories, therefore we convert using the formula saturation * 0.5 = calories. There are lots of exceptions to this rule, which have been corrected in the mod. For example, in Vanilla VS, the item "fat" gives 200 saturation, or 100 calories. This is equivalent to 11 grams of lard (about 2.5 teaspoons). This mod makes fat give the amount of calories present in 100g of lard (about half a cup).
A small HUD in the top left corner shows the player's energy balance (in kilojoules), current METs, BMI, and description of hunger level. This can be toggled with a key (default "U"). The display can be changed to calories using the console command:
.clientconfig starveShowCalories true
The hunger rate can be altered from default (1x) by using the console command:
/worldconfig playerHungerSpeed 2
This command would make the player lose nutrition 2x as fast. If the number were 0.5, nutrition would be lost half as fast, and so on.
The player's body weight falls as their energy reserves diminish, representing loss of fat reserves, and eventually loss of muscle. Once BMI gets below 13, the player is close to death from starvation.
The Vanilla VS "food group" system is disabled. The only effect of this system in Vanilla is to boost maximum health by a couple of points for each maxed-out food group. With this mod, it is not possible to increase your maximum health beyond its normal limit by eating.
The item "fat" has been reassigned from the "Protein" category (?!) to "Dairy", and the mod generally treats all "Dairy" items as fat.
Hints
* As in Vanilla, combining food items into meals is more effective than eating them separately.
* Alcohol can contain large amounts of energy per litre. For example, a litre of spirits contains 2,100 calories (8,800 kJ)!
* Cottage cheese, jam and honey are other energy-dense liquids.
* Other notably energy-dense foods: perfectly baked loaves of bread, fat, peanuts, breadfruit, cassava.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.5 | 1614 | Mar 3rd at 3:27 AM | Show | starvation_1.0.5.zip | Install now | |
v1.0.4 | 721 | Feb 4th at 4:29 AM | Show | starvation_1.0.4.zip | Install now | |
v1.0.3 | 141 | Feb 3rd at 11:30 PM | Show | starvation_1.0.3.zip | Install now | |
v1.0.2 | 328 | Jan 30th at 3:43 AM | Show | starvation_1.0.2.zip | Install now | |
v1.0.1 | 218 | Jan 29th at 9:52 AM | Show | starvation_1.0.1.zip | Install now | |
v1.0.0 | 234 | Jan 28th at 2:01 AM | Show | starvation_1.0.0.zip | Install now |
The idea for this mod is incredible. This is exactly how the base game should work like.
Like the others have said the concept for this mod is great but it needs to be integrated or replace the hunger bar that is currently used. I would prefer of course that this mod completely revamps the hunger bar and nutritional system removing and replacing the bars in the hud and character menu as apt. But until it is properly playable I won't be using it for now.
The mod appears not to work. The food bar is stuck at very low leading to very, very low health regen.
@Morgan126 I'm pretty sure you have to be well fed for full heath regen
I'm currently having zero health regen with this mod enabled. Is this caused by nutrient deficiencies or some kind of bug? also, not sure if it's relevant. but the vannilla hunger bar is stuck on low.
This mod seems to be incompatible with Hydrate or Diedrate and Expanded Foods (together). When all three are installed, nothing can be harvested (stones, sticks, etc...) When you break the item, there are no drops. Not sure what would make these too cause such a bug. But just wanted to make everyone aware....
EDIT: Seems like the mod Level UP may also have been affecting this mods as well to produce this bug. I'm not sure exactly how all these mods are interacting.
hmm wanted to use this but the mod doesnt seem to adjust its starvation time based on the time for seasons. having your guy starve after 6 weeks when season is 9 days is weird.
Is this mod still in developement?
I use it and love it, but I wonder if you still want to add/change features.
Florian I concur, this small change would help compatibility with one of my mods with no extra effort on my side
Hello, I like your mod and think it would be improved a little by adding the following lines of code to your CalculateCurrentMETs function to respect the hungerrate stat:
//respect hungerrate from trait ravenous for example or through armor wearing
double hungerRate = entity.Stats.GetBlended("hungerrate");
maxMETs = Math.Round(maxMETs * hungerRate, 2);
Just a small thing but I hope it helps.
Hi, will it work with primitive survival, expaded foods and the butchering mod?
Zinger I feel like they made it pretty clear that they were just replacing the dairy category with fat conceptually, as the game doesn't have a fat nutrient category.
I have to say that I love this mod and was toying with the idea of doing something similar myself. I'll have to play with it soon.
cool mod but wish it worked on servers.. on my server it didnt crash like othrs but instead just made food stop working, like food didnt satiate or atleast poultry didnt. edit: i think it crashed it after i sent this comment. also why in the world would you call fat dairy??????? if you look up " is lard dairy" it says lard is dairy-free because it is "100 percent fat" heres an article titled "3 reasons to use lard the dairy-free butter substitute" www.thespruceeats.com/lard-the-dairy-free-butter-substitute-3974360
On Servers it seems to ether crash or prevent chunk data from been sent
Had to remove it from my server because it seemed to crash it. Great concept but unfortunately needs a bit of fixing. Following for updates.
Does this work in 1.19.7?
It appears that this mod is incompatible with Bullseye. Your mod is a wonderful idea that addresses a gripe I have too, but I have not been able to get it to work with some of my personal essential mods. I appreciate the time and effort you put into this. Just letting you know an incompatibility I identified so that perhaps it can be addressed in the future.
I love the motivation behind this mod! Unfortunately,
the mod does not seem to be functional at the moment. This is likely a conflict
with my other mods, but I am not getting any errors. The world simply doesn't load when
I attempt to use Realistic Starvation.
I am, of course, also concerned about the potential server-destroying exception spam that gumwyrm reported.
I look forward to seeing this mod fixed in the future!
When using this mod, in single & multiplayer, the game will simply stop registering certain actions. I can break blocks, but it will drop no items, alternatively an item will drop but I'll never be able to pick it up. During these freezes, there's no data saved, so restarting the world will take me back X minutes when things originally started breaking.
Can confirm that there seems to be a spamming of the event listed below. The server was running fine until a new player joined which caused this to start spamming the below exception. This will immediately brick the server when it occurs.
GemMD trollusk can confirm the rainfall/humidity issue
First of all, thank you for making such an advanced mod. i got a few issues tho..
Problem 1:
it seems METS are only true when the player is in third person and the animation is actually loaded(?)
EG: walking in first person displays 1 METS, doing excatly the same does 4 METS in third person.
Working/Hitting or anything else only rises METS in third person, even holding a spear
the only thing rising in METS in firstperson is full sprinting.
Problem 2:
After Sleeping, right when waking up, sometimes the clients crash to desktop, the crashlog stating something about animation handles and stuff, im guessing this mod might be the issue
Problem 3:
When creating a new world and launching the dedicated server and somebody else joins it hangs up the server, trying to access something from your mod that seems undefinied.
Starting the server without starvation then making everybody join, and THEN restarting the server with primitiv survival seems to fix this issue.
Idea:
Somebody asked about modifing the vanilla hunger bar.
What about instead of editing it, you cheaply put your gui on top, maybe like a a bar that goes both directions with the daily requirement being a line in the middle(maybe moving when it increased or decreased) and from that the bar moving to either + or - calorie consumtion
And add debuff for overeating, like slowness or something :D
howdy!
i wanna preface with my love for your work. seriously, its a thing i've wanted in my games forever. amazing mod.
2 things. a list of suggestions and a crash report.
=========================Suggestions=============================
having played with it for a prolonged period of time now, i have some suggestions on how to improve it while also keeping the realism it imposes.
these suggestions come, not just from me, but also my friends who were not all too impressed by it.
they think of it as "easy mode" because there's no punishment for not keeping up with food and the fact that it nullifies too much of the base game as well as the Xskills mod leveling things.
the suggestions i've gathered and believe could be beneficial, especially as a modconfig file are:
1. debuffs for going into fasting mode.
~modconfig enable "hard mode" or something to that effect.
~possible ideas: you start losing mining speed, movement speed around BMR 20.
~loseing damage potential at BMR 18, something like you do 1 less damage per negative BMR number from 18 or lower.
~something substantial~
2. invoking the use of the food diversity bars in VS, as a form of "getting tired of this food" bar.
~ so like if you eat the same food group over and over, without diversifying, you get less and less nutrition from it.
~ as a representation for that effect we all have where we get sick of eating the same thing over and over. XD
3. set the game hunger bar at 10,000. and only tick down from that, instead of ticking down at 100?
~ not sure if this would solve the visual bar glitch but with some other mods, the satiation set at 100, causes the player
~ random hunger pain ticks. this is mainly a passive compatibility request for such mods.
4. ability to move the hover text. a whole mess of mods make use of that space, would be nice to be able to move it to bottom left.
=========================Crash Report=============================
on the latest version for 1.19.4 , 1.0.5
on a server with 2 others, sometimes 3, this began to spam in the middle of play.
the world had already existed for a week (6 months ingame) and suddenly today this error spam caused a crash.
4.3.2024 19:07:09 [Error] Exception: Object reference not set to an instance of an object.
at Starvation.ModSystemStarvation.GetRainfallAtEntity(Entity entity) in C:\Users\pawl\Sync\vintagestorymods\starvation\starvation\src\ModSystemStarvation.cs:line 307
at Starvation.ModSystemStarvation.GetHumidityAtEntity(Entity entity) in C:\Users\pawl\Sync\vintagestorymods\starvation\starvation\src\ModSystemStarvation.cs:line 315
at Starvation.EntityBehaviorStarve.ServerTickSlow(Single deltaTime) in C:\Users\pawl\Sync\vintagestorymods\starvation\starvation\src\EntityBehaviorStarve.cs:line 162
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Server\ServerEventManager.cs:line 123
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
Intresting mod but there is not really a downside to over eating, and resulting in the entire food preservation mechanic in the game being bassicly useless.
Run around for a day collecting berries and meat, make simple quick meals you cna have enough energy for a whole month minimum without eating.
Then you have the entire time you can be in the negitive energy, iv gotten to -100K with "minor" movement speed reduction it seemed?
so this mod looks really cool to me, love the idea of just cause i eat a large portion and get full it doesnt mean im gettng nutrition. i am curious if it is compatible with any other mods that have foods. like does it recognize "food" and adjust it or hpow does it work? I would like to possibly use this mod but we use primitive survival and we use expanded foods. does anyuone knw how this works with those mods?
New version with tiny change to try and prevent log error spam, which is happening for some people during world creation.
@akroeze Those are because I accidentally included the primitive survival compatibility patch I was working on, but it is not finished. I have removed it for now. You should be able to go back to the latest version.
@GemMD Thanks for the high praise! I'm not sure about punishing the player by halving their calories on death, since calorie total is a big, long term investment when playing with this mod.
@j0e Yes you can hide the HUD text by pressing U.
@Stejer I think of those effects as buffs that you get in Vanilla when you eat lots of food. When you start a new game in Vanilla, none of those buffs are active. So I take the same approach in this mod.
I think a great feature to add would be some sort of "fullness" level that stops me from gaining back like 10.000 calories in one sitting by eating a ton of food. It would make players think more about what food to eat, and what time to eat it, and would help with immersion imo.
Also, I seem to occasionally be having a similar issue to TheHarryX I think for me it's triggered whenever I'm healing? not entirely sure, as it's rather random.
The Health boost from the vanilla food group seems to be glitched, most of the time it shows vanilla boosted HP but then i get poisoned, it shown the correct amount of HP (15) and went back the the vanilla boosted amount.
(Edit: The poison effect i get seems to be just vanilla starving damage)
Getting some errors I haven't seen before, not sure if they are of interest to you:
20.2.2024 13:16:12 [Server Error] Patch 0 (target: primitivesurvival:itemtypes/food/crabmeat.json) in starvation:compatibility/primitivesurvival/patches/primitivesurvival.json failed because supplied path /nutritionPropsWhenInMeal/satiety is invalid: The json path /nutritionPropsWhenInMeal/satiety was not found. No such element 'nutritionPropsWhenInMeal' at the root path
20.2.2024 13:16:12 [Server Error] Patch 4 (target: primitivesurvival:itemtypes/food/curedsmokedmeat.json) in starvation:compatibility/primitivesurvival/patches/primitivesurvival.json failed because supplied path /nutritionPropsWhenInMealByType/*-redmeat-*/satiety is invalid: The json path /nutritionPropsWhenInMealByType/*-redmeat-*/satiety was not found. No such element 'nutritionPropsWhenInMealByType' at the root path
20.2.2024 13:16:12 [Server Error] Patch 5 (target: primitivesurvival:itemtypes/food/curedsmokedmeat.json) in starvation:compatibility/primitivesurvival/patches/primitivesurvival.json failed because supplied path /nutritionPropsWhenInMealByType/*-fish-*/satiety is invalid: The json path /nutritionPropsWhenInMealByType/*-fish-*/satiety was not found. No such element 'nutritionPropsWhenInMealByType' at the root path
20.2.2024 13:16:12 [Server Error] Patch 6 (target: primitivesurvival:itemtypes/food/curedsmokedmeat.json) in starvation:compatibility/primitivesurvival/patches/primitivesurvival.json failed because supplied path /nutritionPropsWhenInMealByType/*-poultry-*/satiety is invalid: The json path /nutritionPropsWhenInMealByType/*-poultry-*/satiety was not found. No such element 'nutritionPropsWhenInMealByType' at the root path
And a bunch like this:
20.2.2024 13:20:57 [Server Error] Patch 7 (target: game:itemtypes/food/bread.json) in starvation:patches/survival-itemtypes-food-bread.json failed because supplied path /nutritionPropsByType/*-rice-partbaked/saturation is invalid: The json path /nutritionPropsByType/*-rice-partbaked/saturation was not found. Could traverse until /nutritionPropsByType, but then '*-rice-partbaked' does not exist. Full json at this path: {
<EDIT>
Just figured out that reverting to v1.0.2 of your mod eliminated the first bunch of errors, but the second ("Patch 7") remain.
Is there a way to hide the new HUD text from this mod?
Howdy, is there a way to have death reset or cut-in-half your current energy stores?
if there is currently no way to do that, could we add a config command or config file to make that happen?
opinion:
I LOVE this mod, i have complained for years on other games about how shitty the hunger systems are.
you have made this game an absolute joy for me to play, beyond just how brilliantly the base game is (aside from its hunger game-y-ness).
to my knowledge, your mod is the only realistic hunger system in a game, ever.
applause for you. all the praise. glory and honor and all that good jazzy feels <3
I would like to ask a question! In the very early game its quite difficult to have a balanced diet (taking into account that you pretty much have to forage and/or hunt your food) so Id like to know if it might be possible to have a preset where when you first spawn in your new world you have something like 25% of your nutrient bar of each cathegory filled. Just so you dont start the game with the debuffs to damage, speed, health regen etc
of course if its not possible no problem
thnx
@Mirok I don't think it's possible to disable the flashing of the hunger bar from within a mod. And satiety has to be low, otherwise the player cannot get the correct amount of nutrition from cooked meals (again, hardcoded). You could contact the developer and ask him to put in a setting to disable flashing stat bars.
@Gapeto I've just added the ability to change the hunger rate, by changing the world config setting for player hunger speed.
So use /worldconfig playerHungerSpeed 5 to lose energy 5x faster for example. Or 0.5 to lose energy half as fast.
Using it means the hunger model will no longer be realistic, however.
Is this mod configurable? In my opinion 60-70 days is too much, because a month passes in 9 days in the game.
Any idea how compatible this may or may not be with Expanded Foods when that's updated?
@MagentaLizard I have hopefully fixed that. You can set your hunger speed back to normal with the command:
/worldconfig playerHungerSpeed 1
Disabling the mod and rejoining the world i was on has made me no longer lose hunger
Am i not able to move the information ui around? It's currently overlapping with mods.vintagestory.at/show/mod/282Carry
The flashing of the hunger scale is very disturbing... Is there any way to replace or hide the scale? You can reduce the amount of information on the screen: the state of the health scale is the stage of hunger, the hunger scale is energy (just max out to the maximum human energy storage capabilities), the energy waste multiplier next to the temporal gear, the rest can be in the character window interface...
Очень мешает мигание шкалы голода... Можно как-то заменить или скрыть шкалу? Можно сократить количество информации на экране: состояние шкалы здоровья - этап голода, шкала голода - энергия (просто замаксите до максимума человеческих возможностей хранения энергии), множетель траты энергии рядом с темпоральной шестерной, остольное можно в интерфейс окна персонажа...
@Lordawesome New characters start with energy balance of +4000 kJ, which represents someone who is normal BMI (not obese) who has eaten enough that day that they are currently not hungry.
Don't worry about your energy balance being less than zero moment to moment. The consequences to this are very minor while energy reserves are above about -45,000 kJ. For this mod you should worry more about figuring out a steady food supply over the longer term (just as you would in a real life survival situation). As long as your energy balance is getting lower and lower each day, you have not done this.
There are 3 places your body can get fuel from if you are starving: glycogen stores, fat stores, and muscle.
During the first day of fasting, the body uses glycogen stores from liver and skeletal muscle - it turns the glycogen into glucose which is "burned" for energy.
After the first day, glycogen stores are all gone. Body starts breaking down fat. Some of the fat byproducts (fatty acids) are burned for energy directly, others are turned into glucose.
At about 3 days of fasting, the body starts turning fatty acids into ketones. This is what "paleo" people etc refer to as ketosis. This happens to ensure the brain can get enough fuel, as the brain can only use glucose or ketones for fuel.
An average adult has about 400,000 kJ of fat reserves - this is about 50 days' worth of energy! Obviously as fat reserves disappear, body weight and BMI go down. A BMI < 18 is unhealthy. A BMI < 13 is considered life-threateningly low.
Once fat reserves are very low, the body starts breaking down muscle. This includes skeletal muscle (the muscles in your limbs etc) and heart muscle. At this point a person is basically cannibalising themselves and is on the steep downward slope to death. This is simulated in the mod by severe debuffs to max health, movement speed, etc.
Lordawesome It is necessary for your energy balance to be positive. If it is negative, it's like in real life – you lose weight. In the game, this is represented by a decrease in BMI and the words "hungry" or "very hungry," etc. So, the goal is to eat enough to always keep the top number positive.
Starvation is a good title because my guy is always hungry and never full. i might be a total n00b at this game but i can stock food in vinalla. with this mod the second you stop eating youre starving. 100+berries 5+meats and im still HUNGERYYYY DX
Great, thank you very much for this responsiveness. I was able to convert kJ to calories. It's a minor detail, but normally we use kcal instead of calories. But it doesn't matter; it's just that the letter 'k' is missing before 'cal.' Sorry if I'm being specific, but I'm a French nutritionist, and we are used to using kcal more than kJoules in France. Anyway, great job. Thanks again.
Nice idea for a mod but the values need to be in their own little window because at least two other info mods add their info the the upper left corner of the screen. SImple HUD being one of these mods and the other one also add's more game info also.
trollusk this might help mods.vintagestory.at/show/mod/633
New version uploaded, now localizable to other languages.
Re: malnutrition, it did occur to me, but it's hard to see how to make it meaningful in game. In Minecraft there are lots of debuffs you can apply to the player such as confused, wither, poison, etc. In Vintage Story there is really no debuff system. When you starve in this mod, your movement speed slows, your max HP is reduced, your weapon damage and mining speed are reduced, your health regeneration is cancelled, and at extreme levels of starvation you have a permanent "drunk" effect. There's not much I could add to that to represent eg protein undernutrition, unless the game dev adds a debuff system.
I find this very intriguing. I still haven't decided whether to install it yet or not, but I love the concept.
Any plan to add malnutrition, like rabbit starvation or lack of protein from living off berries?
Is there a way to manually change the HUD location? I have another mod with a HUD in the top left.
I second the idea of using the existing hunger bar as some sort of fullness indicator, that stops you from eating too much at once. If it's not too difficult to add, that would be very neat and would fit the theme of realism, forcing you to think before eating large amounts of less energy dense food.
Hmm... Can't translate this one.
Do you plan on having the messages be adjustable so there can be other languages available?
OK, the meal bug should be fixed. The game prevents players from consuming meals when at max saturation. You will now never be at max saturation, so should be able to consume meals.
Also added a config setting to show calories instead of kJ in the HUD, set it with console command:
.clientconfig starveShowCalories true
> Most in-game foods seem to have a saturation value of around twice their calories
It's actually 1:1 with real life, it's just that cooked foods are overtuned by 1.2x and you also have the invisible bonus saturation mechanic which is really clunky and gives you even more free energy. If you take the satiation of a cabbage and compare it to a real life cabbage of equal size it works out to the same amount, assuming perfect efficiency. Another fun fact is that your player character's base energy drain is also pegged to real life values, assuming average movement. Stuff like the offhand bonus lowering your food faster and wearing armor are pretty much just there to balance out the overtuned nature of cooked meals. On release those systems weren't a thing.
There's also a commented-out fat mechanic which was presumably never added because the system is already unbalanced enough with weird video-gamey mechanics as is.
Maybe you can use the hunger bar to represent digestion so you can't eat 20 meals at once? unless you can't disable the damage when it runs out...
Looks like there is a bug with meals, I will investigate.
Yes it should be safe to uninstall. It just holds your Vanilla satiety at 1500 while it is installed.
I also have troubles with meals. I can eat them forever but no calories.
I'm also having an issue with meals. Raw ingredients increase my energy, but meals do not.
Hello. Thank you for this great mod. Is it possible to have energy expenditure in kilocalories instead of kilojoules?
Does this make the cheese slices actually more energy-dense then??
It seems very excellent ! I love the idea. Is it safe to (un)install at will ?
trolluskthe only other mods I had on were shelfish, farmland drops soil, CAN jewelry, toolworks, more piles and crazy skin customization. Mostly because I forgot to turn them off. Launching a regular world with all of those active with this did work, and turning this off let me launch the creative world.
Oddly, turning those all back on after launching the creative world without them no longer crashes. Some kind of code gremlins I guess.
Edit: disregard, I think it was crashing because there were some remnants of some other mod I had turned off in the world.
Hi, Will this be compatible with Expanded Foods when it catches up to new game version?
Hi, I made meals but when eating, energy not increase, but for example blueberries increase well the energy.
I'm making something wrong?
I'm using vanilla recipes for meal
It works fine in creative mode for me. What other mods are you using?
Crashes the game if you try to load a creative mode world (as I usually do to test new mods) with it enabled.
Does the HUD interfear with HUDclock?
This is a great mod idea. Are there different levels of difficulty you can choose like in vanilla?